Mega Man 86
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FILE INFORMATION
Ranked as 655 on our all-time top downloads list with 22233 downloads. Ranked as 2783 on our top downloads list for the past seven days with 4 downloads. Ranked as 667 on our top rated list with a weighted average of 5.98.
mmdemo.zip
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Filename
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mmdemo.zip (Download)
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Title
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Mega Man 86
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Description
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A clone of the Mega Man 2 game for the NES is now available for your TI-86!!!
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Author
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Cullen Sauls (sauls@tamu.edu)
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Category
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TI-86 Assembly Games
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File Size
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16,347 bytes
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File Date and Time
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Mon May 22 22:54:08 2000
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Documentation Included?
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Yes
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Source Code Included?
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No
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SCREEN SHOTS
REVIEWS
Review
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Review by
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Joe Stegner
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Reviewed on
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2004-11-21
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Attention span: 7/10 It's really only a demo. Controls: 8/10 Weird placement of jump/attack. Implementation: 9/10 Big, but, come on, its Megaman! Overall: 8/10 Play around with it for now.
How many of you remember the Blue Bomber? An avid fan of the Rockman series (Megaman in the US), I am quite pleased at this latest development, entitled Megaman 86, for, obviously, the TI-86.
I'm sure most of you have heard of this series, but for those left in the dark, Megaman is a game in which you control a humanoid robotic form known as Megaman. Dr. Light created you to stop Dr. Wiley and his evil deeds, but Dr. Wiley created 8 robots to counter Megaman. Luckily, once Megaman kills one of these 8, he could gain the abilities of the enemy he defeated and use it against other enemies.
The main focus of the Megaman series has been action, so I'll get right down to business. Right now, being a demo, all you can do is kill sub-enemies, but the engine seems positioned to capture the Megaman essence as soon as the levels are lengthened and the enemies are piled into each level.
There are, however, some things about the engine I didn't like. Being a Megaman game, it should have vertical scrolling, seeing as how the Blue Bomber takes up most of the screen, it would be obvious that, to make levels bigger and less basic, you'd need to add vertical aspects to each level. Instead of, when he jumps, his head reaches the ceiling, the screen should scroll with him, and maybe allow him to reach a platform or something. I just don't like the size of Megaman compared to the size of the screen.
Another aspect is the fact that you have to hold the jump button to obtain optimal jumping height, instead of like in Megaman, where you hit it instead of tapped it to get the most jump out of his electronic self. This makes jumping + shooting a pain, as you have to hold 2nd (jump) + F1 (shoot) in order to pull it off, and not to mention doing that slows the game down a LOT, especially with multiple enemies on the screen at once. One more thing is the constant switching of which button you need to push to continue; to choose between new game and password is enter, between what stage you play, 2nd, then hit enter to stop the pause...it gets annoying.
I enjoyed seeing the password system back up there. Brings back memories of my NES. The graphics are sweet for a calculator, almost exactly like the NES graphics. The grayscale was flickerless (as far as I could tell). I even liked the title screen. The enemies look pretty good too, and there can be quite a few of them at once on screen as well. The game plays a little slow but it's still smooth enough.
If the author works on this a little more, then this could probably be one of the greatest TI games ever. It'd become another great prog to make permanent residency in my 86's RAM, alongside Sim Community and ZTetris... |
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ARCHIVE CONTENTS
Archive Contents
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Name
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Size
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MMTitle.86s | 2160 |
MegaMan.86p | 8781 |
MMData.86s | 7889 |
MMManual.txt | 3270 |
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